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As for dump stats, the only one that's really good to dump is charisma (even if you use speech because it just reduces your initial speech stat) if you're not using companions and not on hardcore mode (imo I recommend hardcore mode even for a first play through, it's independent of regular difficulty just adds hunger and thirst needs, companions can die - which charisma helps with this making them survive better - and healing items are over time instead of instant so you can't just spam them when you're about to die).
But if you're doing fully melee or unarmed, you don't need perception. However I wouldn't recommend dumping endurance as a close combat fighter.
Most traits will have dialogue options at certain points, but not many. In general all perks, traits and your skill level itself can be used in dialogue (like high enough explosives skill and you can convince easy Pete to give you dynamite for the ghost town gunfight, or you can use gun skills to train the NCR misfit squad) to get through quests optionally. Speech is also very powerful for alternative quest outcomes and choices.
The courier's stash items do make the early game much easier, those were different pre order bonuses that got lumped into one DLC. If you want a more authentic playthrough, you can drop them off at the very beginning and keep one one pack, or the Joshua Sawyer mod (mod made by head developer) distributes those packs into specific spots in game. But honestly they don't make the game that much easier, especially as a melee build you basically just get the machete, throwing spears and vault armour to help out.
There are multiple player houses in the game (two of the dlc also give you really nice player houses as part of their dlc but you need to complete the dlc first).
You can also just turn any abandoned shack into your house, there are many of those that have crafting benches nearby or within them and beds and clean water sources. The main quest also gives you a very convenient player house and some side quests also give you some, so yes, there's lots.
As for leveling up, how it works is every level you get a certain amount of skill points you can distribute to any skill (based on your intelligence and some perks will increase this too), and every second level you get to pick a perk. Many perks have requirements ranging from attribute (special) levels, skill levels, other perks and just general level. You can look at all the perks when you level up to see what they do and their requirements for later in the game if you want to plan for specific perks. (Super slam perk is extremely good for melee and unarmed builds for example).
As for general advice, I'd say go in mostly blind. Don't jump into the dlc right away, especially the one close to the beginning of the game. The game ends when you beat the main quest, so make sure you do everything including dlc before then. Id recommend tackling the dlc in order of honest hearts, dead money, old world blues and lonesome road. Honest hearts is best done around the time when you make it to Vegas first (the dlc is a good excuse for money to be able to get into Vegas proper), around level 7-15 imo. Dead money when you're first going to meet Ceasar or going to the Legion camp, around level 15-25. Old world blues level 20-30, and lonesome road level 30+ (and usually near end game once you have decided on a faction and done some quests with them to lock in).
Also around the time you make it into Vegas proper, you get a one time forgiveness of crimes done to NCR or Legion (so if you do something early to make them hate you, you get one chance of forgiveness). And I don't recommend picking a faction to side with until you go and talk to all 4 of the main factions at least once to see what they are about (when Legion and NCR give you that forgiveness is when they formally invite you to meet them).
You can play the middle of all 4 factions for a bit (NCR, Legion,Mr house and yes man). At some point you will get a quest "don't tread on the bear" and "beware the wrath of Ceasar", these quests are simply warnings that if you continue down your path you were on when you unlock the quest, you will lock yourself out of those two factions forever regardless of your reputation. (Mr house has an obvious event that will lock you out of his, and yes man is the failsafe ending you can do regardless even if you kill every NPC in the game you can finish the main quest this way).
And just keep in mind almost all quests have multiple ways of completing them (some not so obvious), and just because an NPC and quest directs you to something doesn't mean you have to do it that way.
Also you can pay for implants that can increase each special stat by 1 permanently, but you can only get as many implants depending on your endurance (so another good reason not to dump it), and you can increase them with perks (not recommended in general unless you really need a special a specific level to unlock another perk you want). So don't start with 10 in anything, start with 9 and get the implant.
IIRC melee is somewhat better, but don't neglect unarmed even if you go melee as it's needed for some Perk requirements.
Perks are extremely useful and only come once every two levels. Don't waste them on stat or especially skill boosts unless you have nothing better to select. Incidentally, most hostile NPCs are male....
Wild Wasteland is the only dialogue effecting Trait.
Those extra items are from a pre-order bonus that is now included as part of the ultimate pack. Yes, they kinda break the early game balance, but they're really only upgraded 2nd tier equipment. They'll be rendered useless around mid game if not sooner.
Other traits can affect dialogue. I remember seeing dialog for claustrophobic for example and I think I've seen others, but they are extremely rare (and there's alternatives with other skills, perks or stats when these are possible).
this mod makes the game lvl up works like skyrim
And don't be frightened by the cap being lowered by Logan's Loophole. The loophole has loopholes and no chem addiction is stupidly powerful for a melee build, but that's perhaps best done once you understand all the options the game gives you to turn you into death incarnate.
Max level 50 so keep that in mind. Good natured is actually really good because most characters use those skills, while the combat skills that are reduced you likely only use one or two of them.
Often it isn't just checking against one thing, but there are a bunch of checks on different things, with some being easier than others. For example using medicine to operation on a NPC's brain, or luck.
Not having the require stats to pass any of the checks usually doesn't lock you out of anything. There is normally a more effort intensive work around. Using the above example (which is based off an actual in game one, but I won't spoil the details), you can get the parts to repair an Auto-Doc to do the operation for you instead. However the needed parts are stuffed in the dark corner of a Vault overrun with feral ghouls, and radiation. You could also mess up the operation, and use a high speech to cover your ass.
In terms of what skills to go with, I found that having at least some investment in all the non-combat ones is useful. For combat skills I like to only go for a single one. All the weapon types have a large number of options, you you should never really need to use stuff from more than one family.
In regards to Hardcore mode, I echo the earlier comments that it is fine to jump in using it, and frankly I feel it is a vital part of the game. Healing limb damage is way too easy in normal. Food, water and, sleep are super easy to manage, but still add a feel that you can't just wait forever in one place to game the system.
In terms of player housing, the containers in most locations are safe, so you can take over just about any location as a storehouse right from the start. I like to use Victor's shack in Goodsprings since no NPC ever enters it, and nothing in there is owned. Novac has a motel room you can earn that is good early option once you get that far, and can last for the rest of the game if you want. Getting in the good graces of a number of factions earns you access to their safehouse. These are also good locations since they tend to have a number of useful features (including a bed that provides the fully rested buff), and are right next to a fast travel point. The only issue is that some are in more dangerous areas like the BoS one, which is next to a deathclaw infested area (it is somewhat balanced by there being some high tier weapons and power armour in that safehouse that are free to take).
I can get a +1 in each stat from Implants
I can get +1 STR for free from a DLC (start with 6)
I need 6 PER for Better Crititals
Charisma is the dump stat
This page gives good info on where to get Skill points (I don’t need to min/max my character for it) https://fallout.fandom.com/wiki/Fallout:_New_Vegas_skills
282 skill points can be earned from books, or 376 with the Comprehension perk (94 extra)
The Educated perk grants 92 extra skill points
Leveling up grants 10 + 1/2 INT skill points per level, for 490 skill points as a base plus up to 245 from INT
Each SPECIAL boosts a number of skills for 2x their value: STR 1, AGI, CHA, and END 2, INT and PER 3. LCK is added to all stats, but is divided by 2 instead of multiplied. This averages out to 6.5 per level, slightly more than PER or INT.
Skilled grants 65 skill points, or 130 with the exploit (up to 195 later on)
All skills have a base of 2
You gain +15 to 3 skills you want at creation
I need 1300 points to max out my character
So for stats of 6/4/7/1/8/7/7 I have a total of 222 points, plus 45 from tags for a total of 267. Then add Skilled (+65) for a total of 332 as a base (note: in-game I have something giving me a +2 to Melee Weapons and Speech for 336, I don't know why though)
After that, we can add or subtract the Early Bird bonuses. Negative (5/3/6/1/7/6/6) brings our stats down to 301. Positive (8/6/8/3/10/9/9) brings them up to 397.
With the Skilled exploit, that's +65 for a total of 366-462. Then there's the Implants for skills, getting me 33 more (would be 39 but INT is already maxed), for 399-495. Now let's take into account levels and books. Assuming I find 50% of the books (I'll probably find more), that's 141 (or 188 with Comprehension) for a total of 540-636. Levels grant a base of 490, so that's up to 1030-1126, so just 174 to go, which can almost be achieved by 7 INT (171). That means I only need to start with 7 INT, and can put the point in PER instead, letting me get to 6 with the implant for Better Criticals. That change will leave me at the final base SPECIAL values of 7/6/8/2/8/8/8 (END has +1 from finishing Lonesome Road, letting me have all Implants except END), and modified 10/8/10/4/10/10/10 (STR has +1 from Spineless). This should get me all of the skill points without even having to pick Educated, though I'll probably avoid the Skilled exploit and take Educated instead.
Perks that seem useful/strong:
Educated (INT 4)
Travel Light (Survival 45)
Bloody Mess
Cowboy (Guns 45, Melee 45)
Living Anatomy (Medicine 70)
Stonewall (STR 6, END 6)
Strong Back (STR 5, END 5)
Super Slam (STR 6, Melee Weapons 45)
Mister Sandman (Sneak 60)
Long Haul (END 6, Barter 70)
Piercing Strike (Unarmed 70)
Silent Running (AGL 6, Sneak 50)
Better Criticals (PER 6, LCK 6)
Ninja (Melee Weapons 80, Sneak 80)
Slayer (AG 7, Unarmed 90)
DLC:
Light Touch (AGL 6, Repair 45)
Atomic! (END 6)
Tunnel Runner (AGL 8)
Burden to Bear (STR 6, END 6)
Thought You Died (Karma > 250)
Ain't like that now (Karma < -250)
Companion:
Stealth Girl
Perks that could be useful in some situations:
Lady Killer/Confirmed Bachelor
Friend of the Night (PE 6, Sneak 30)
Heave, Ho! (ST 5, explosives 30)
Hunter (Survival 30)
Comprehension (INT 4)
Entomologist (INT 4, Survival 45)
Toughness (EN 5)
Terrifying Presence (Speech 70)
Animal Friend (CHA 6, Survival 45)
Finesse
Nerd Rage (INT 5, Science 50)
Life Giver (END 6)
Robotics Expert (Science 50)
Unstoppable Force (STR 7, Melee Weapons 90)
Purifier
Explorer
Solar Powered (END 7)
DLC:
Heavyweight (STR 7)
Fight the Power
Implant GRX (END 8)
Alertness ( 9 > PER > 6)
Broad Daylight
Companion:
In my Footsteps
Signal Interference
I'll decide exactly which Perks to take later, for now I'm just gonna start the game. Honestly this was probably overkill for my first playthrough lol
While there's a lot going for Cowboy (and it's what I'm currently playing), I'm not sure I can suggest it for a melee build. The Blood Nap is outclassed by the Oh Baby!, and if you're going to take a perk for an end game weapon, it's Pyromaniac for the unique Shiskabab.
In terms of dump stat, it's generally considered that Charisma is a worthless stat, it pretty much just gives you skill points in certain skills at the start of the game. If we're explicitly talking about not levelling up skills, it's fine to neglect certain skills to focus on the ones that fits your build. Some skills like Survival, for example, isn't great compared to main combat skills or skills like medicine or repair.
In terms of Melee vs. Unarmed. I personally prefer Unarmed but both are good, but if you want the best melee perk which is Slayer, you need to level Unarmed.
Most builds are pretty viable in FONV. You will know pretty early on if your build isn't working because you'll die fairly quickly to encounters. But even then, New Vegas I find to be an incredibly easy game, even on harder difficulties, I find that after a certain point in my runs, the game just becomes a joke.
The DLC Items, I personally don't use besides the medicine, if i remember correctly, some of them are pretty damn good. So if you want to not break the balance even harder than you already could by yourself, don't use them.
I don't think Traits themselves affect dialogue, I know some perks can affect dialogue, but that's about it. Traits mainly alter the gameplay itself.
Besides that, you got this. Like I said, New Vegas is a pretty easy game, you shouldn't be too stressed out playing the game, and if it does somehow get difficult for you, you can turn the difficulty down. You said you've played Skyrim before and I personally find Skyrim to be more challenging to play, and even then, I only died maybe 2 or 3 times during my run in Skyrim.
Lol wut. Survival is way better than medicine when it comes to healing. Healing poultice ftw
First, unmodded, healing poultice uses Medicine, not Survival. And you only need 20 Survival to craft it.
Second, it's sort of a regular vs. hardcore thing. Stims provide an instant, do everything solution with no weight whatsoever in regular mode. It's in hardcore where all healing takes time that Survival really begins to shine.